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Transformer Based Reinforcement Learning For Games

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 Added by Uddeshya Upadhyay
 Publication date 2019
and research's language is English




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Recent times have witnessed sharp improvements in reinforcement learning tasks using deep reinforcement learning techniques like Deep Q Networks, Policy Gradients, Actor Critic methods which are based on deep learning based models and back-propagation of gradients to train such models. An active area of research in reinforcement learning is about training agents to play complex video games, which so far has been something accomplished only by human intelligence. Some state of the art performances in video game playing using deep reinforcement learning are obtained by processing the sequence of frames from video games, passing them through a convolutional network to obtain features and then using recurrent neural networks to figure out the action leading to optimal rewards. The recurrent neural network will learn to extract the meaningful signal out of the sequence of such features. In this work, we propose a method utilizing a transformer network which have recently replaced RNNs in Natural Language Processing (NLP), and perform experiments to compare with existing methods.

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We introduce ES-ENAS, a simple yet general evolutionary joint optimization procedure by combining continuous optimization via Evolutionary Strategies (ES) and combinatorial optimization via Efficient NAS (ENAS) in a highly scalable and intuitive way. Our main insight is noticing that ES is already a highly distributed algorithm involving hundreds of forward passes which can not only be used for training neural network weights, but also for jointly training a NAS controller, both in a blackbox fashion. By doing so, we also bridge the gap from NAS research in supervised learning settings to the reinforcement learning scenario through this relatively simple marriage between two different yet common lines of research. We demonstrate the utility and effectiveness of our method over a large search space by training highly combinatorial neural network architectures for RL problems in continuous control, via edge pruning and quantization. We also incorporate a wide variety of popular techniques from modern NAS literature including multiobjective optimization along with various controller methods, to showcase their promise in the RL field and discuss possible extensions.
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Deep reinforcement learning has achieved many recent successes, but our understanding of its strengths and limitations is hampered by the lack of rich environments in which we can fully characterize optimal behavior, and correspondingly diagnose individual actions against such a characterization. Here we consider a family of combinatorial games, arising from work of Erdos, Selfridge, and Spencer, and we propose their use as environments for evaluating and comparing different approaches to reinforcement learning. These games have a number of appealing features: they are challenging for current learning approaches, but they form (i) a low-dimensional, simply parametrized environment where (ii) there is a linear closed form solution for optimal behavior from any state, and (iii) the difficulty of the game can be tuned by changing environment parameters in an interpretable way. We use these Erdos-Selfridge-Spencer games not only to compare different algorithms, but test for generalization, make comparisons to supervised learning, analyse multiagent play, and even develop a self play algorithm. Code can be found at: https://github.com/rubai5/ESS_Game
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